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Necromancer Games NOT going with current GSL.
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<blockquote data-quote="Darrin Drader" data-source="post: 4408827" data-attributes="member: 7394"><p>It does require that people learn new rules. However, the types of things that are changed are things like save or die spells converting to damage. Turning becomes channeling energy, so you aren't just affecting the undead with the ability, but are actually bestowing positive energy into an area, which can heal allies that are near you. Fighters get a bump in power so that they're more balanced at later levels. Many of the feats are either brand new or are modified to increase their usefulness. For example, Cleave now works so that you get to take that second attack if you simply hit an opponent rather than dropping them. Also, there's a whole bunch of new combat feats, which make it so that fighters don't all end up with the same stuff by the time they hit 20th level if you're only using the core rulebooks with no splats. Another change is that combat maneuvers now all use the same basic mechanic (the combat maneuver bonus), which simplifies them.</p><p></p><p>The core of the game still functions the same and the changes are easy to remember. Some of the smaller changes, like the changes to feats and spells, will take a little more time to learn and remember, and will require you to consult the book from time to time, but that happens anyway, in my experience, because few people remember all the little details on how their spells and feats work anyway.</p><p></p><p>I suppose that the bottom line for me is that yes, there is change involved, but it isn't a radical change, and it is so small that my existing 3.5 stuff isn't now worthless.</p><p></p><p></p><p></p><p>I agree that the industry isn't D&D. There's also the issue of defining the industry, and which portion of the industry. When I talk about the industry, I'm not talking about CCGs, novels, and video games. I'm talking about RPGs specifically, which it could be argued, is a smaller subset of the larger hobby industry. If D&D were to die, I'm sure that there would still be something left behind so that you could still justify a hobby section of a book store, or maybe enough to keep the hobby stores in business since they're already relying on many of those things. The RPG industry is made up of certain people and companies, which in most cases, exist in their own little bubble that doesn't interact very much with those other categories you talked about.</p><p></p><p>Now if D&D went down, RPG sales would take a huge hit simply because D&D owns most of the RPG market already. RPG sales would drop by a huge amount unless a competing product were taking those sales away.</p></blockquote><p></p>
[QUOTE="Darrin Drader, post: 4408827, member: 7394"] It does require that people learn new rules. However, the types of things that are changed are things like save or die spells converting to damage. Turning becomes channeling energy, so you aren't just affecting the undead with the ability, but are actually bestowing positive energy into an area, which can heal allies that are near you. Fighters get a bump in power so that they're more balanced at later levels. Many of the feats are either brand new or are modified to increase their usefulness. For example, Cleave now works so that you get to take that second attack if you simply hit an opponent rather than dropping them. Also, there's a whole bunch of new combat feats, which make it so that fighters don't all end up with the same stuff by the time they hit 20th level if you're only using the core rulebooks with no splats. Another change is that combat maneuvers now all use the same basic mechanic (the combat maneuver bonus), which simplifies them. The core of the game still functions the same and the changes are easy to remember. Some of the smaller changes, like the changes to feats and spells, will take a little more time to learn and remember, and will require you to consult the book from time to time, but that happens anyway, in my experience, because few people remember all the little details on how their spells and feats work anyway. I suppose that the bottom line for me is that yes, there is change involved, but it isn't a radical change, and it is so small that my existing 3.5 stuff isn't now worthless. I agree that the industry isn't D&D. There's also the issue of defining the industry, and which portion of the industry. When I talk about the industry, I'm not talking about CCGs, novels, and video games. I'm talking about RPGs specifically, which it could be argued, is a smaller subset of the larger hobby industry. If D&D were to die, I'm sure that there would still be something left behind so that you could still justify a hobby section of a book store, or maybe enough to keep the hobby stores in business since they're already relying on many of those things. The RPG industry is made up of certain people and companies, which in most cases, exist in their own little bubble that doesn't interact very much with those other categories you talked about. Now if D&D went down, RPG sales would take a huge hit simply because D&D owns most of the RPG market already. RPG sales would drop by a huge amount unless a competing product were taking those sales away. [/QUOTE]
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